So, I intend to pick up an Amulet of Mighty Fists for my Unarmed Fighter Lizardfolk PC. What is the best +1 enchantment for this? Would it simply be a +1, that would be best, or is there something else?
well that depends on what materials you have available. i wouldnt waste the gold on a +1 generic enchants for an AOMF
If it's Pathfinder, it's available. No 3rd party, and no 3.5 is available.
are ap and supplement books, like PFS guide, available?
Yes, if it is any Pathfinder book, or Web enhancement, it's available.
I agree I would save the regualr +'s for Magic Fang and Greater Magic Fang upgrades with Permanency and use the AOMF other adds.
What you add on all depends on level and amount of gold you have...
Would help if you told us anything about your character apart from that it has a race and it's fighting unarmed (who would have known?). You'd want different things for different character concepts. Holy you'd probably always want, unless you're evil, but that's not +1.
the first thing you add to your AOMF is guided. it allows you to use your wis in place of strength for ... everything but skill checks/encumberence
http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapons-non-core/we apon-property---guided
it is a +1
I am Lawful evil. I have enough for a +1 Amulet of Mighty Fists. None of my stats are below 10, and I have a 20 strength. My feats are Dragon Style, Improved Unarmed Strike, Weapon Focus (Claw), Feral Combat Training, and Power Attack.
Not many super choices for +1 then, as you have no need for agile (which would be my recommendation if you were dex based). Maybe just some boring +1d6 damage of some kind? Or save until you can get a +2 enchantment and go for holy/unholy or something depending on what kind of alignment of enemies and DR you are up against the most. Just add more damage, is probably the best bet considering you're already going that route.
As you seem to be using claws when fighting you could be interested in Keen to increase your crit range, but I'd probably just save for +2.
oh well if you have a 20 strength then i guess the best choice would be ghost touch. if you dont want to be able to punch ghosts, then i would say bane , depending on the campaign setting, or wait for enough gold for a +2 and get wounding.
I think of my weapon bonus adds like trees, I build for a total effect at the end.
It seems you are going for straight damage.
+1 - Corrosive (acid damage) +1d6
+1 - Ghost Touch
+3 - Speed
Alternately if you do not run into a ton of incorporeal you could swap out Ghost Touch for keen.
keen cannot work on an unarmed strike, because it is not concidered a slashing weapon, eventhough dragon i think adds... slashing to the dr bypass.
*im sorry i missed the part that showed he uses claws for his main attack, even though i dont think you can use them while flurrying, but im not 100% sure about that.
Stats are:
Str 20 Dex 12 Con 14 Int 10 Wis 12 Cha 12
TheSideKick wrote: keen cannot work on an unarmed strike, because it is not concidered a slashing weapon, eventhough dragon i think adds... slashing to the dr bypass.
*im sorry i missed the part that showed he uses claws for his main attack, even though i dont think you can use them while flurrying, but im not 100% sure about that.
I didn't see him post that he is going Monk? He has not mentioned Flurry? It looks like a fighter build...
WhipShire wrote: TheSideKick wrote: keen cannot work on an unarmed strike, because it is not concidered a slashing weapon, eventhough dragon i think adds... slashing to the dr bypass.
*im sorry i missed the part that showed he uses claws for his main attack, even though i dont think you can use them while flurrying, but im not 100% sure about that.
I didn't see him post that he is going Monk? He has not mentioned Flurry? It looks like a fighter build... wow... this is what happens when you dont get any sleep and use the message boards to stay awake
-_- you post crazy jibberish.
If I add one of the energy damage abilities, which one is most likely to the most useful?
blackbloodtroll wrote: If I add one of the energy damage abilities, which one is most likely to the most useful? Corrosive (acid) or Shock fewer things are resistant or immune compared to Fire / Cold.
So, energy damage is the best choice?
Math says - no.
As long as you can get Magic Fangs, gr and so on from somewhere else you should go with +1d6.
Without any incorporeal foes in sight, I guess shocking or corrosive will be the best choices.
blackbloodtroll wrote: So, I intend to pick up an Amulet of Mighty Fists for my Unarmed Fighter Lizardfolk PC. What is the best +1 enchantment for this? Would it simply be a +1, that would be best, or is there something else? Fot an unarmed fighter you have problems keeping up with just hitting the target. Because you cannot damage what you cannot hit, I would go with flat bonus.
falt bonus is always superior, but as long as he can get those from other sources - +d6 is the best choice
Wasum wrote: falt bonus is always superior, but as long as he can get those from other sources - +d6 is the best choice Correct better way to go is Magic Fang and Gtr Magic Fang down the road.
Well, with feral combat training, I will be mostly attacking with natural attacks. Thinking about it, no one in our group can cast magic fang. Hmm, I will need to give this more thought.
How do you expect this build to work out at higher levels?:D
You really have to get someone cast permanent greater magic fangs on you. But even then it wont be easy to compete at higher levels.
Well, it's E6, so higher levels are not a concern.
blackbloodtroll wrote: Well, it's E6, so higher levels are not a concern. Greater Magic Fang is level 3 so can be cast in an E-6 game but only as a +1 weapon and you cannot Permanency as that is a level 5 spell. You better talk to your DM, see if that is possible or you may have to change what you put on the AOMF.
I may be able to get a wand. Problem is, the only real "casters" we have, are a bard, and an alchemist.
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